New game assets coming

Hi all, just wanted to say after a long vacation, I will soon finish up on some game assets. They are 256x256 patterns. For use in OpenGL games, 3d modelers as textures, or simply as 2d backgrounds.

I'm also hard at work in converting 600MB worth of sounds into something useful. (Takes lots of time to categorize them, clean them up, and loop 'em.)

Speaking of which, I am wondering if I should convert all sound assets over to MP4? The file savings is great I hear and the quality very good. I need QT Pro or iTunes 4 for this right? If I go this route, for people without the above, what do they need to bring the sounds back to AIFF? BTW, our AIFF sounds are not compressed in any way. When saving sounds, there are various options for compression. If you know an article that explains the various codecs, please send me the link.

I'm up to 242 textures so far. I might hit 300. Here are some examples..
grass, trees, bushes, skins, some zombie/gory flesh, brickwalls, tiles, fur, and much much more. Also a bunch called CandyWorld, which are very lickable. I'd like to see them as backgrounds for some platform or 2d game.

Use MP3s instead of MP4, because not everyone has QT6, and its not a good idea to release a game that 50% of users have to download a 20 meg update. MP3 is almost as good, and 99.9% of computers can play it.

Quote:Originally posted by Jake Use MP3s instead of MP4, because not everyone has QT6, and its not a good idea to release a game that 50% of users have to download a 20 meg update. MP3 is almost as good, and 99.9% of computers can play it.

99.9% of QT users will eventually download QT6 anyways And websites are all about space and bandwidth, you, being a website owner, should know that.

As for MP3 vs MP4, seems that I am hearing conflicting info from Mac sites. Maybe I need to go to my go-to guy on this.

OSC, your advice makes sense. But if I can save some file space, and thus download times, I think it worth it. I would stick to AIFF and use come compression codec if I got some good advice. Or did my own experiments, but I lack the time for that. Still, if I go MP3 with the highest setting, it still gives me a very good savings in file space over MP3.

Well here's my word on AAC... AAC is great for low bit but falls off at higher bit rates vs MP3. Just know that that AAC loses its edge drastically after 128 kbps. Its sorta like comparing MP3 to MP2. MP2 is great a higher bit rates but MP3s extra layer of compression favors lower bit rates.

Greg, just give me your summary on what I should do. We have 3 types of sounds here...

1. Sounds which are not for looping. 16bit, mono, 48kHz Most are short, some are a bit long, but nothing over 300kB overall
2. Short 2 bar or so loop sounds. Same specs as the above
3. Although we don't have many full-length music tracks, at some point I will pop them out too.

I figure when a dev downloads a sound, they may keep it in the format we saved it in, or convert it to something else to match their needs. So, we of course want to offer the highest quality sound, yet keep the file size down as much as possible.

Perhaps quickly rip out the whole batch as MP3 for previewing, and they will be ready for use for those that prefere Mp3. Then if we need the AIFF we can contact you and make a request for a list of higher quality files.

.ogg files rule, but I personally prefer to edit any assets I get before actually putting them to use, so keep the AIFF's handy. Like using clip art, it just has to go through Photoshop to feel like its mine.